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Major renaming of Physics dlls / folders. No functional changes, just renames.
This commit is contained in:
203
OpenSim/Region/PhysicsModules/BulletS/BSMaterials.cs
Executable file
203
OpenSim/Region/PhysicsModules/BulletS/BSMaterials.cs
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Reflection;
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using Nini.Config;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public struct MaterialAttributes
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{
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// Material type values that correspond with definitions for LSL
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public enum Material : int
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{
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Stone = 0,
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Metal,
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Glass,
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Wood,
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Flesh,
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Plastic,
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Rubber,
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Light,
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// Hereafter are BulletSim additions
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Avatar,
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NumberOfTypes // the count of types in the enum.
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}
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// Names must be in the order of the above enum.
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// These names must coorespond to the lower case field names in the MaterialAttributes
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// structure as reflection is used to select the field to put the value in.
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public static readonly string[] MaterialAttribs = { "Density", "Friction", "Restitution"};
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public MaterialAttributes(string t, float d, float f, float r)
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{
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type = t;
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density = d;
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friction = f;
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restitution = r;
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}
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public string type;
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public float density;
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public float friction;
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public float restitution;
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}
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public static class BSMaterials
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{
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// Attributes for each material type
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private static readonly MaterialAttributes[] Attributes;
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// Map of material name to material type code
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public static readonly Dictionary<string, MaterialAttributes.Material> MaterialMap;
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static BSMaterials()
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{
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// Attribute sets for both the non-physical and physical instances of materials.
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Attributes = new MaterialAttributes[(int)MaterialAttributes.Material.NumberOfTypes * 2];
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// Map of name to type code.
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MaterialMap = new Dictionary<string, MaterialAttributes.Material>();
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MaterialMap.Add("Stone", MaterialAttributes.Material.Stone);
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MaterialMap.Add("Metal", MaterialAttributes.Material.Metal);
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MaterialMap.Add("Glass", MaterialAttributes.Material.Glass);
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MaterialMap.Add("Wood", MaterialAttributes.Material.Wood);
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MaterialMap.Add("Flesh", MaterialAttributes.Material.Flesh);
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MaterialMap.Add("Plastic", MaterialAttributes.Material.Plastic);
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MaterialMap.Add("Rubber", MaterialAttributes.Material.Rubber);
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MaterialMap.Add("Light", MaterialAttributes.Material.Light);
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MaterialMap.Add("Avatar", MaterialAttributes.Material.Avatar);
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}
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// This is where all the default material attributes are defined.
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public static void InitializeFromDefaults(ConfigurationParameters parms)
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{
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// Values from http://wiki.secondlife.com/wiki/PRIM_MATERIAL
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float dDensity = parms.defaultDensity;
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float dFriction = parms.defaultFriction;
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float dRestitution = parms.defaultRestitution;
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Attributes[(int)MaterialAttributes.Material.Stone] =
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new MaterialAttributes("stone",dDensity, 0.8f, 0.4f);
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Attributes[(int)MaterialAttributes.Material.Metal] =
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new MaterialAttributes("metal",dDensity, 0.3f, 0.4f);
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Attributes[(int)MaterialAttributes.Material.Glass] =
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new MaterialAttributes("glass",dDensity, 0.2f, 0.7f);
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Attributes[(int)MaterialAttributes.Material.Wood] =
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new MaterialAttributes("wood",dDensity, 0.6f, 0.5f);
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Attributes[(int)MaterialAttributes.Material.Flesh] =
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new MaterialAttributes("flesh",dDensity, 0.9f, 0.3f);
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Attributes[(int)MaterialAttributes.Material.Plastic] =
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new MaterialAttributes("plastic",dDensity, 0.4f, 0.7f);
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Attributes[(int)MaterialAttributes.Material.Rubber] =
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new MaterialAttributes("rubber",dDensity, 0.9f, 0.9f);
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Attributes[(int)MaterialAttributes.Material.Light] =
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new MaterialAttributes("light",dDensity, dFriction, dRestitution);
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Attributes[(int)MaterialAttributes.Material.Avatar] =
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new MaterialAttributes("avatar",3.5f, 0.2f, 0f);
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Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] =
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new MaterialAttributes("stonePhysical",dDensity, 0.8f, 0.4f);
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Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] =
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new MaterialAttributes("metalPhysical",dDensity, 0.3f, 0.4f);
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Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] =
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new MaterialAttributes("glassPhysical",dDensity, 0.2f, 0.7f);
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Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] =
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new MaterialAttributes("woodPhysical",dDensity, 0.6f, 0.5f);
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Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] =
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new MaterialAttributes("fleshPhysical",dDensity, 0.9f, 0.3f);
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Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] =
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new MaterialAttributes("plasticPhysical",dDensity, 0.4f, 0.7f);
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Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] =
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new MaterialAttributes("rubberPhysical",dDensity, 0.9f, 0.9f);
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Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] =
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new MaterialAttributes("lightPhysical",dDensity, dFriction, dRestitution);
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Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] =
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new MaterialAttributes("avatarPhysical",3.5f, 0.2f, 0f);
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}
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// Under the [BulletSim] section, one can change the individual material
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// attribute values. The format of the configuration parameter is:
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// <materialName><Attribute>["Physical"] = floatValue
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// For instance:
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// [BulletSim]
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// StoneFriction = 0.2
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// FleshRestitutionPhysical = 0.8
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// Materials can have different parameters for their static and
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// physical instantiations. When setting the non-physical value,
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// both values are changed. Setting the physical value only changes
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// the physical value.
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public static void InitializefromParameters(IConfig pConfig)
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{
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foreach (KeyValuePair<string, MaterialAttributes.Material> kvp in MaterialMap)
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{
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string matName = kvp.Key;
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foreach (string attribName in MaterialAttributes.MaterialAttribs)
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{
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string paramName = matName + attribName;
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if (pConfig.Contains(paramName))
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{
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float paramValue = pConfig.GetFloat(paramName);
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SetAttributeValue((int)kvp.Value, attribName, paramValue);
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// set the physical value also
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SetAttributeValue((int)kvp.Value + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue);
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}
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paramName += "Physical";
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if (pConfig.Contains(paramName))
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{
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float paramValue = pConfig.GetFloat(paramName);
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SetAttributeValue((int)kvp.Value + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue);
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}
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}
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}
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}
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// Use reflection to set the value in the attribute structure.
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private static void SetAttributeValue(int matType, string attribName, float val)
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{
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// Get the current attribute values for this material
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MaterialAttributes thisAttrib = Attributes[matType];
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// Find the field for the passed attribute name (eg, find field named 'friction')
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FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName.ToLower());
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if (fieldInfo != null)
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{
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fieldInfo.SetValue(thisAttrib, val);
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// Copy new attributes back to array -- since MaterialAttributes is 'struct', passed by value, not reference.
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Attributes[matType] = thisAttrib;
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}
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}
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// Given a material type, return a structure of attributes.
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public static MaterialAttributes GetAttributes(MaterialAttributes.Material type, bool isPhysical)
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{
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int ind = (int)type;
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if (isPhysical) ind += (int)MaterialAttributes.Material.NumberOfTypes;
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return Attributes[ind];
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}
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}
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}
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